Hog 2.6
You will have to figure out your playstyle for yourself, but in this article I will try to line out some of the general tips and tricks as well as some input from professional players! Individually, hog 2.6, none of the cards is strong, hog 2.6, but together, you can win many matchups with hog 2.6 once you have mastered it. To put it simply, this is a chip deck, where you defend as much as possible while playing hog riders with minimal support for damage.
Please check out the video for a more in-depth visual guide and a better understanding. This is a high skill cap deck but once you master it you are able to beat any match up in the game. You should always aim to get good value from your cycle cards, particularly ice spirit and skeletons on defence. You will be able to use your spells to to help aid your units on defence, the log and fireball both have a knock back effect which can be key to stopping units connecting to your princess towers. From the first replay against lava hound you can see that every time the opponent plays the hound you should go aggressive with the hog rider at the bridge in the opposite lane. Then play you canon close to the tower they are pushing so you can cycle back to a second canon so you can activate king tower, check out the video at Ice golem is one of my favourite units in the game for making positive elixir trades.
Hog 2.6
Classic, cheap, easy, irksome, iconic, magnificent. That's classic Hog 2. At first glance, this deck doesn't seem like much. It can actually beat all of that. This deck has one of the fastest cycle speed out of all the working decks out there, and you can easily out cycle your opponent's offensive cards with your counters. However, it does take quite a lot of skill and time to master and most of the time, you're only getting a one crown. This deck is very free-to-play friendly, as all cards besides The Log are rare and common. You do not need a level 14 Log, as Loggables die to Log 1 level below mirrored Princess? I mean you still have Fireball. In conclusion, there is no need to substitute anything in the deck if you planned to push trophies with this deck, as they are all very obtainable and easy to level through requesting and trading. Deploy Cannon at placement. After the Mega Knight destroyed the Cannon and is about to jump onto the Tower , misdirect him with one of your two 1 Elixir units in front of the King Tower, one tile into the opposite lane. If the opponent places a Mortar in the middle of his side, place Skeletons near your King Tower.
Switching Lanes Something I learned from watching the 2. Step 2 Copy your Player Tag by tapping it under your name.
In todays latest hog cycle deck LucasXGamer is back bringing us some insane gameplay of him using this deck on high ladder. For example with only 5 cards cycled at max level you can do damage which could be important in sudden death. Ice golem is a good glass tank that can kite units away or act as a meat shield for your hog or musketeer. His frost nova can slow units down helping aid your defence too. Skeletons are great for stopping charging units like prince or bandit. This card is your main win condition.
You will have to figure out your playstyle for yourself, but in this article I will try to line out some of the general tips and tricks as well as some input from professional players! Individually, none of the cards is strong, but together, you can win many matchups with ease once you have mastered it. To put it simply, this is a chip deck, where you defend as much as possible while playing hog riders with minimal support for damage. Minimal support includes cards like ice spirit, ice golem, and later into the game, prediction spells. Cannon, musketeer, and fireball are primarily the cards that you will want to be saving in response to your opponent.
Hog 2.6
Hog 2. Jack is probably the best 2. In my video you can see how Jack handles some of the most difficult matchups you could face while using this deck. Because of the low elixir cost of this deck you can cycle very quickly back to the cards you need to help defend against almost any push.
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The reason for that is because your opponent might attack with an x-bow which you will have no chance against without ice golem. Your best bet against both decks is to pull the balloon to the king tower, since neither deck runs a big spell. Early game try to activate your king tower, you can do this by kiting units if you use your canon or with the skeletons against a mortar see in the video. View history Talk 0. Generally used as the starting response against golem in the back. Arena Level. This can catch them off guard the first time you do it. This is the least complicated phase, but often the one where you deal the most damage. Clash Royale Chest Cycle. Note: This placement will usually pull all ranged units and melee units in the left lane. It forces them to choose between defending their tower or their x-bow, and since the hog is a more immediate threat than their x-bow, you can often get away with a standing tower even if they choose to ignore your hog. This is the maximum pull position for any big tank. Defend with the typical center placed cannon and outer placed musketeer.
This deck has truly stood the test of time, if you master this deck, which is fairly free to play friendly, then you have a good chance of reaching a new PB every season and even picking up your first GC win! This is one of the highest skill cap decks in the game!
If they play a high inferno tower you could also snipe it with a musketeer across the river. So how do you deny that? When their push approaches, play a musketeer to snipe the balloon it will divert from the lava hound and go for the cannon. Examples of these being night witch golem , furnace royal giant , pekka bridge spam , elixir pump three musketeers , tesla x-bow. As yarn once said, the best way to stop a big golem push is to never let it happen. The only exceptions are Balloons placed in the bypass position, and Lava Hounds placed at the edge. Then start recycling cards to get Cannon again. Spacing out your units out and avoiding spell value will win you the game more times than you can count. Start a Wiki. Same with golem placed in the corner, being pushed by another unit. Advanced search. Card Rarities. This gives you opponent spell value on not only your musketeer, but it also allowed them to hit the cannon, allowing their giant to march for the tower. Will you get that 12th win or will you be one of countless people who end up at a mere 11?
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